I feel as if the combat system and dungeon exploration are tacked on to the real game, which is opening up the over-the-top comedic interactions between the goofball characters. There are a lot of cutscenes shown in rich, vibrant colors. Its truly surprising that you can always find something interesting to look at, even when the cutscenes are little more than 2D cutouts laid atop a flat background. The style is reminiscent of Sakura Wars or Record of Agarest War, except the color scheme is intensified and the flat character models continually breathe, pulsate, twitch, and have manga-style icons flying around their heads.

Every part of this game is tailored for fans of Japanese culture who have likely disconnected from what they perceive as the overly dry, overly serious fare of Western games. While I might never actually laugh out loud at Flonne (with her ridiculous new title of Universal Witch Girl, Galaxy Flonne) and her insane ramblings about spreading love and justice, I can understand the appeal that might have to a niche audience. I cant understand the complete abandonment of skill-based or tactical gameplay, however.

Much of Trinity Universe feels like work, like mind-numbing data entry, like cleaning up after closing time, and like putting in hours in a place where you dont want to be. Similar to finding something appealing about talking to your coworkers in order to get through a grueling work day, the appeal of Trinity Universe lies solely in an appreciation of scenes of character interaction. If I can just get through this one repetitive dungeon, I once found myself thinking, then I bet Etna will yet again say something absurd and self-deprecating about having the body of a ten-year-old boy 

There are two campaigns in Trinity Universe and, thankfully, they are quite a bit different. Dungeons, item management, and battles are frustratingly similar. However, the challenge level is slightly higher in Rizs campaign, and there are a whole slew of new characters and ridiculous interactions to enjoy and be victimized by. Just dont kid yourself into thinking the end will make sense of anything!

By
Kyle B. Stiff
CCC Freelance Writer

RATING OUT OF 5

RATING DESCRIPTION

3.2

GraphicsEye-gougingly rich and vibrant 2D character interaction scenes do much, but not quite enough, to overcome the repetitive and overly simple 3D dungeon outings.

2.8

ControlSimple control scheme straight out of the days of the PlayStation 2.

2.6

Music
/ Sound FX / Voice ActingSpotty voice acting adds life to character interactions, while distinctly un-memorable music does its best to add wackiness to that which is already at maximum wackiness.

3.4

Play
ValueWhile TU might be weak in all other areas, it delivers exactly what the targeted niche market is expecting: A huge cast of oddballs going crazy during unbelievable cutscenes.

3.0

Overall Rating -
FairNot an average. See Rating legend above for a final score breakdown.

Game Features:

Features an incredibly rich weapon upgrade system and easily mastered combat system.

Tons of characters and dual campaigns result in a surprising amount of cutscene craziness.

Dozens of dungeons full of random encounters, taxing boss battles, and random loot drops make for an extensive gaming experience.